Simple Oscilloscope

A very simple oscilloscope (cos) signal, with some uniforms to customize it.

Shader code
shader_type spatial;

uniform float freq : hint_range(1.0, 100.0, 1.0) = 25.0;
uniform float ampl : hint_range(0.0, 1.0, 0.05) = 0.5;
uniform float vel : hint_range(0.0, 25.0, 0.5) = 5.0;
uniform float tightness : hint_range(0.0, 30.0, 0.1) = 20.0;
uniform bool quality_signal = false;
uniform vec4 modulate : hint_color = vec4(0.0, 1.0, 0.0, 1.0);

float random (vec2 uv) {
    return fract(sin(dot(uv.xy,
        vec2(12.9898,78.233))) * 43758.5453123);
}

void fragment()
{
	vec2 uv = vec2((UV.x + 0.5) * freq, (UV.y + 0.5) * 0.5);
    
	float noise = cos(uv.x + TIME * random(uv));
	float res1 = abs(2.5 + noise - uv.y * 5.0);
	
	float wave = cos(uv.x + TIME * vel) * ampl;
	float res2 = abs(2.5 + wave - uv.y * 5.0);
	
	res1 = max(res1, float(quality_signal));
	
	float res = res1 * res2;
    
	float color = 1.0 - (res * tightness);
	ALBEDO =  color * modulate.rgb;
	ALPHA = modulate.a;
}
Tags
oscilloscope, radio, signal, transmission, wave
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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